From be84689289bfc6fbb114ed788b22db712a48325f Mon Sep 17 00:00:00 2001 From: SCRN-VRC <49093147+SCRN-VRC@users.noreply.github.com> Date: Sat, 10 Apr 2021 01:25:16 +0800 Subject: [PATCH] Added confidence slider Actually fixed the fallback --- README.md | 7 + Unity/YOLOv4 tiny/Materials/nms.mat | 1 + Unity/YOLOv4 tiny/Prefabs/YOLOv4 Tiny.prefab | 812 +++++----- .../Scenes/YOLOv4 Tiny Scene.unity | 1387 +++-------------- Unity/YOLOv4 tiny/Shaders/debug nms.shader | 1 + Unity/YOLOv4 tiny/Shaders/debug.shader | 1 + Unity/YOLOv4 tiny/Shaders/nms.shader | 15 +- Unity/YOLOv4 tiny/Shaders/nms_include.cginc | 1 + Unity/YOLOv4 tiny/Shaders/output.shader | 6 +- Unity/YOLOv4 tiny/Shaders/poster.shader | 1 + 10 files changed, 619 insertions(+), 1613 deletions(-) diff --git a/README.md b/README.md index c7554d1..4c85928 100644 --- a/README.md +++ b/README.md @@ -21,6 +21,13 @@ This implementation is based on the TensorFlow version from https://github.com/h 2. Drop the prefab onto your avatar ## Code +### Important Shader Properties +**yolov4tiny.shader** +1. Frame Delay - How much time each layer waits to update. Default value is 3, the lower it is the more GPU intensive it is. + +**nms.shader** +1. Confidence Threshold - The cut off point for which the bounding boxes will be culled. Default value is 3. Lowering this value will increase the boxes but also increase the error rate. + ### Reading the Output The basic setup is: **yolov4tiny.shader** -> **nms.shader** -> **output.shader**. 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if (myConf > 0.5) { + if (myConf > _Confidence) { float myClass = f16tof32(curBuf.b >> 16); float x = f16tof32(curBuf.r >> 16); float y = f16tof32(curBuf.r); @@ -187,7 +189,7 @@ Shader "YOLOv4Tiny/nms" uint j; for (i = 0; i < 26; i++) { for (j = 0; j < 26; j++) { - //if (myConf < 0.5) return f16zero; + if (myConf <= _Confidence) return f16zero; uint4 buff = asuint(_Buffer[txL20simp + uint2(i, j)]); float bclass = f16tof32(buff.b >> 16); float conf = f16tof32(buff.a); @@ -206,7 +208,7 @@ Shader "YOLOv4Tiny/nms" for (i = 0; i < 13; i++) { for (j = 0; j < 13; j++) { - //if (myConf < 0.5) return f16zero; + if (myConf <= _Confidence) return f16zero; uint4 buff = asuint(_Buffer[txL17simp + uint2(i, j)]); float bclass = f16tof32(buff.b >> 16); float conf = f16tof32(buff.a); @@ -238,7 +240,7 @@ Shader "YOLOv4Tiny/nms" uint4 curBuf = asuint(_Buffer[txL17simp + px]); float myConf = f16tof32(curBuf.a); - if (myConf > 0.5) { + if (myConf > _Confidence) { float myClass = f16tof32(curBuf.b >> 16); float x = f16tof32(curBuf.r >> 16); float y = f16tof32(curBuf.r); @@ -251,7 +253,7 @@ Shader "YOLOv4Tiny/nms" uint j; for (i = 0; i < 26; i++) { for (j = 0; j < 26; j++) { - //if (myConf < 0.5) return f16zero; + if (myConf <= _Confidence) return f16zero; uint4 buff = asuint(_Buffer[txL20simp + uint2(i, j)]); float conf = f16tof32(buff.a); float bclass = f16tof32(buff.b >> 16); @@ -270,7 +272,7 @@ Shader "YOLOv4Tiny/nms" for (i = 0; i < 13; i++) { for (j = 0; j < 13; j++) { - //if (myConf < 0.5) return f16zero; + if (myConf <= _Confidence) return f16zero; uint4 buff = asuint(_Buffer[txL17simp + uint2(i, j)]); float conf = f16tof32(buff.a); float bclass = f16tof32(buff.b >> 16); @@ -305,6 +307,7 @@ Shader "YOLOv4Tiny/nms" // } // buffer[0] = c; } + else if (insideArea(txConfidence, px)) return _Confidence.rrrr; return col; } diff --git a/Unity/YOLOv4 tiny/Shaders/nms_include.cginc b/Unity/YOLOv4 tiny/Shaders/nms_include.cginc index e4ab8ca..fd39a5c 100644 --- a/Unity/YOLOv4 tiny/Shaders/nms_include.cginc +++ b/Unity/YOLOv4 tiny/Shaders/nms_include.cginc @@ -7,6 +7,7 @@ #define txL17simp uint4( 0 , 26 , 13 , 13 ) #define txL20nms uint4( 26 , 0 , 26 , 26 ) #define txL17nms uint4( 13 , 26 , 13 , 13 ) +#define txConfidence uint4(63, 63, 1, 1) static const uint4 f16zero = asuint(f32tof16(0.0)).xxxx; diff --git a/Unity/YOLOv4 tiny/Shaders/output.shader b/Unity/YOLOv4 tiny/Shaders/output.shader index 3ade483..a7ef021 100644 --- a/Unity/YOLOv4 tiny/Shaders/output.shader +++ b/Unity/YOLOv4 tiny/Shaders/output.shader @@ -57,6 +57,7 @@ { // sample the texture fixed4 col = tex2D(_MainTex, fs.uv); + float Confidence = _NMSout[txConfidence.xy].r; const float2 scale = 0.5.xx; uint i; @@ -69,7 +70,7 @@ uint4 buff = asuint(_NMSout[txL20nms.xy + uint2(i, j)]); float conf = f16tof32(buff.a); [branch] - if (conf > 0.5) { + if (conf > Confidence) { // Class, 0 to 79 float c = f16tof32(buff.b >> 16); // x, y is the center position of the @@ -109,7 +110,7 @@ uint4 buff = asuint(_NMSout[txL17nms.xy + uint2(i, j)]); float conf = f16tof32(buff.a); [branch] - if (conf > 0.5) { + if (conf > Confidence) { // Class, 0 to 79 float c = f16tof32(buff.b >> 16); // x, y is the center position of the @@ -149,4 +150,5 @@ ENDCG } } + Fallback "Standard" } diff --git a/Unity/YOLOv4 tiny/Shaders/poster.shader b/Unity/YOLOv4 tiny/Shaders/poster.shader index 1b8f8fa..a22eca6 100644 --- a/Unity/YOLOv4 tiny/Shaders/poster.shader +++ b/Unity/YOLOv4 tiny/Shaders/poster.shader @@ -59,4 +59,5 @@ ENDCG } } + Fallback "Standard" }